Rusty Spike Launcher
Level 3
Stealth DC 20 (trained)
Disable DC 20 Thievery to decouple the triggering rods that cause the spikes to extend, or dispel magic (2nd level; counteract DC 18) to counteract the trap
Launch Spikes [Reaction]
Critical Success The creature avoids the spikes and takes no damage.
Success A spike grazes the creature, inflicting 2d10 piercing damage.
Failure A spike impales the creature, inflicting 2d10+13 piercing damage.
Critical Failure As failure, but the spike also exposes the creature to tetanus.
Reset The trap automatically resets once the door is closed.
Level 3 · Complexity Simple
Stealth DC 20 (trained)
Disable
- Thievery DC 20 — to decouple the triggering rods that cause the spikes to extend, or dispel magic (2nd level; counteract
- DC 18
Trigger a creature opens the door without uttering a prayer to Xar-Azmak first
Effect A mass of rusty spikes appears in the open doorway and then fire into area **E1**. The rusty spikes curve through the air to seek targets—all creatures in area **E1** must attempt a DC 20 Reflex save.
Reset The trap automatically resets once the door is closed.